# CloudΒΆ

A perlin noise node. This sub-shader computes a classical perlin noise.

## Input

The noise input to use:

**Object**will compute the noise using the current 3d position (P) in the object space. The noise will move with the object.**World**will compute the noise using the current 3d position (P) in the world space. The noise will look fix in world space.**Camera**will compute the noise using the current 3d position (P) in the camera space. The noise will be fixed in the camera.**Screen/Raster/NDC**will compute the noise using the current 3d position (P) in the Screen/Raster/NDC spaces, which are projected on the camera.**st**will compute the noise using the first texture coordinate (st). The noise will be fixed in the texture space.**Offset**will compute the noise using only the Offset input.

## Offset

An offset added to the selected noise input. If Input is set to "Offset", this attribute becomes the only noise input.

## Scale

The input value scaling factor.

## Intensity

The scaling factor of the noise result.

## Octaves

Number of noise octaves to use. More octaves add more details.

## Octave Intensity

Control how the Intensity factor is multiplied at each octave. It lowers/increases the high noise frequencies intensity.

## Octave Scaling

Control how the Scale factor is divided at each octave.

## Absolute

If checked, computes an absolute noise which render a sharp edge. If unchecked, it computes the classical noise which is smooth.

## RGB

If checked, returns an RGB value, else a greyscale value.

## Cell Noise

If checked, returns a blocky noise value on every input unit intervals. Else it returns smooth noise values.

## Animate

If checked, animates the noise with the Time value.

## Speed

The animation speed. Not used if Animate is unchecked.